EQ2 Forum Archive @ EQ2Wire

 

Go Back   EQ2 Forum Archive @ EQ2Wire > EverQuest II > Class Discussion > Mage's Arcanum > Necromancer
Members List

Notices

Reply
Thread Tools
Unread 03-29-2005, 04:39 AM   #1
See

 
Join Date: Nov 2004
Posts: 419
Default

Of course, there is the "subject to change" disclaimer given:
 
__________________
See is offline   Reply With Quote
Unread 03-29-2005, 04:56 AM   #2
Swill

 
Join Date: Nov 2004
Posts: 73
Default

To tell you the truth, it probably won't make any difference since there will not be any necromancers or conjerers left at that point.
Swill is offline   Reply With Quote
Unread 03-29-2005, 04:59 AM   #3
See

 
Join Date: Nov 2004
Posts: 419
Default



Swiller wrote:
To tell you the truth, it probably won't make any difference since there will not be any necromancers or conjerers left at that point.



Heh, my response that if they aren't going to fix what they broke in LU#5, then don't waste the dev time, give it to the Priests

 

 

got one-starred SMILEY

__________________
See is offline   Reply With Quote
Unread 03-29-2005, 05:09 AM   #4
Swill

 
Join Date: Nov 2004
Posts: 73
Default

  I completely agree with you. I am not going to wait a month or more for them to fix what they broke in the last patch. I started a noob monk, it is alot more fun then playing kill and recast gobotnic after every fight in everfrost.
Swill is offline   Reply With Quote
Unread 03-29-2005, 06:22 AM   #5
El Chupacabr

 
Join Date: Nov 2004
Posts: 850
Default

Maybe I'm missing it... didn't we just do live update #5 hence the next update is #6?  Isn't the next class to be evaluated supposed to be the summoners?  Just what is s'posed to be fixed in #6?  As much as I'm looking forward to knocking out my last couple levels with a completely broken pet to get my super special class defining ability that regens 75 power every 20 seconds I think I'll take a little break.  I have always been positive and given the development team the benefit of the doubt but frankly, this is BS.  I like to dungeon crawl which means PF or SE, neither of which I can do in this class's broken state.

Is it really so much to ask for our pets to work properly?  Most of the summoners leave before they hit 30, there's a good reason for that.  There's this ten level window for the necro's from 35 to 45 where we are pretty good, then we stop getting damage spells while the sorcerers continue to improve.  We just cannot compete with a level 50 sorcerer and we sure as heck are s'posed to be able to.  We don't get some super amazing spell at 50, we don't have any pet other then the rotting thrall and we sure as heck don't have parity in our power costs.

C'mon, fix our pets at the very least... everyone knows they're broken both by the current pathing bug and by damage output.  It takes five minutes on the test server to figure this out.  If we as the players know about it and have been offering input in the most constructive manner for the last four months the very least you can do is fix them or bandage them.  Oh wait, we got our pet buff duration increased to15 minutes... that's what was s'posed to hold us over 'til we were reevaluated though now we have thirty second windows where we can't rebuff our pets and we can't refresh or renew our paltry ward spell.  Frankly, I would prefer the three minute buffs if I could recast them before they wore off.

I really don't like to rant but what exactly do we need to do to get fixed?  What information aren't we offering to help the development team put this class where it should be?  I've found the necromancer forum to be one of the most constructive, positive and frankly the most fact driven of the class boards thanks to the efforts of many in the community.  What do you need from us to fix the class?

__________________
Want to learn about Necromancers? Check out The Necromancer FAQ
El Chupacabr is offline   Reply With Quote
Unread 03-29-2005, 06:56 AM   #6
Jakand

 
Join Date: Nov 2004
Posts: 352
Default

I will reserve excitement for the days following LU7 to make sure that it really has been fixed =)
Jakand is offline   Reply With Quote
Unread 03-29-2005, 07:31 AM   #7
Calidri

Loremaster
 
Join Date: Nov 2004
Posts: 18
Default

I'm confused what happened that "made necro's Unplayable" in update 5?? yeah the stupid buffs are annoying but so the hell what? what am i missing here
__________________

Calidri 70 Mad Midget Necromancer

70 Alc/Prov/Tailor (Poke Er'Gently, 32 Assassin, Venekor)
Calidri is offline   Reply With Quote
Unread 03-29-2005, 07:31 AM   #8
URM8K

 
Join Date: Nov 2004
Posts: 114
Default

i get the feeling we're just gonna get tweaked a little not the class revamp alot are expecting. like you guys have posted before our class bugs are in your face doesnt take but a couple of minutes of play time to find them lets hope they address them all since they're right there in the open to see.
__________________
TYRANNT BLOODYHANDED
URM8K is offline   Reply With Quote
Unread 03-29-2005, 07:48 AM   #9
El Chupacabr

 
Join Date: Nov 2004
Posts: 850
Default



Calidri wrote:
I'm confused what happened that "made necro's Unplayable" in update 5?? yeah the stupid buffs are annoying but so the hell what? what am i missing here



Pets wander back to either their summon point or the location where they were first told to attack... it's not a really big deal in the big open zones but take them somewhere they have to path (dungeons) and the pet will wander off and get lost, perhaps not going invulnerable but they will be "Too Far Away" to cast power taps and won't come back to engage a new target.

Put a pet in a safe pull spot in CT or RV and it's probably no biggie, if you're in the dungeon crawl levels the pet becomes unuseable.

__________________
Want to learn about Necromancers? Check out The Necromancer FAQ
El Chupacabr is offline   Reply With Quote
Unread 03-29-2005, 11:55 AM   #10
Handleba

 
Join Date: Nov 2004
Posts: 451
Default

Fight out in the open of EF if you can't in PF or Sol.  Problem solved until they fix it.
__________________
Shadoweyz of The Rallosian Guard
Level 70 Brigand
Befallen Server


I always edit for content, not grammar!
Handleba is offline   Reply With Quote
Unread 03-29-2005, 02:21 PM   #11
Te Ko

 
Join Date: Nov 2004
Posts: 65
Default



Handlebars wrote:
Fight out in the open of EF if you can't in PF or Sol.  Problem solved until they fix it.



You are joking right? I mean no hard feelings but do you really consider this as a solution or are you trying to cheer the necros up so we all feel better?

Btw my pet loves to go and play hide and seek in an open area like Nektulos too, I saw it climb walls I can’t climb just to disappear and come back from somewhere else half a minute later. So all together I’m not so pleased with the facts that:

-Has some urgent business to do on the other side of the map after fights

-Sometimes just had it with the violence and doesn’t fight anymore

-Sometimes finds lovely spots where it really has to hang around a while (and pick flowers, enjoy the view or what ever it’s doing there)

-Uses it’s secret invulnerable ability so I can’t leech it anymore

-Or just simple doesn’t do what it’s told to do

-I have to explain my group to please wait until my pet decides we are worthy and joins our group again or why it’s behaving like a fool.

 

So much for my pet, don’t get me started on the mana drain….

Te Ko is offline   Reply With Quote
Unread 03-29-2005, 02:40 PM   #12
Zincru

 
Join Date: Jan 2005
Posts: 26
Default

Naughty Pet! Bad Pet! Silly Pet!

You just have to use strong words Seeko SMILEY

or not...

I'm amazed why they made pets invulnerable.

No one is pulling our pet. Our pet isn't a quest mob. No one is going to try and killl our pet...except me, which I do at least 30 times each night

 

While writing this post, I have a pet called Loner...proves my point!

Zincru is offline   Reply With Quote
Unread 03-29-2005, 04:31 PM   #13
Thuyk

 
Join Date: Nov 2004
Posts: 82
Default

I've actually had better luck in closed areas than in wide-open areas since the patch.  For instance, if I kill something in the Enchanted Lands, my pet will run back to where he was before combat...and be invulnerable for several seconds.  Not only that, but he won't seem to follow half the time.  I'll take twenty steps, turn around, and see him in the same spot.  Or, even more strangely, he'll run towards me, then warp back...run towards me, then warp back.  I stood there for a good 3 minutes today watching him do that, figuring if there was a good way to document this (don't have Fraps or anything like that).  Finally, I just dismissed him.  Against single mobs, this is mostly an inconvenience, but against groups of mobs, it becomes extremely frustrating.  Once a mob dies, the pet won't respond to commands to attack or be able to be tapped for a good while. 
 
In places like the Ruins of Varsoon, however, I was camping the Clay Guardian rooms, standing on the steps.  My pet seemed to respond much faster to everything, from attack commands to being able to be tapped as soon as combat was finished (again, takes me quite a few seconds out in the open, after it runs back to me).   Of course, this is just my personal experience, but oh well. 
__________________
Thuyk is offline   Reply With Quote
Unread 03-29-2005, 04:50 PM   #14
Te Ko

 
Join Date: Nov 2004
Posts: 65
Default

Actually I’m playing at the same two spots at the moment and I had the same experience. Less trouble in Varsoon but still from time to time it didn’t follow orders and was invulnerable.
Te Ko is offline   Reply With Quote
Unread 03-29-2005, 06:54 PM   #15
El Chupacabr

 
Join Date: Nov 2004
Posts: 850
Default



Handlebars wrote:
Fight out in the open of EF if you can't in PF or Sol.  Problem solved until they fix it.


If I xp in lavastorm or everfrost I'm done with permafrost and solusek... if my interest was to grind levels or solo that would be fine but personally I would like to do the content while I can xp there.  Surely you can understand that HB.
__________________
Want to learn about Necromancers? Check out The Necromancer FAQ
El Chupacabr is offline   Reply With Quote
Unread 03-29-2005, 08:16 PM   #16
Handleba

 
Join Date: Nov 2004
Posts: 451
Default

Yes, I can understand that.  I am not happy about them breaking the pets.  It is an annoyance to me so I have tried to make due until it is fixed.  I am excited for LU#7 where we get a much needed boost in DPS and pet's.  I don't want them to push that back because I'm sure they're working on both issues now and when LU#7 goes on test I'll break out my necro there and try it out.
__________________
Shadoweyz of The Rallosian Guard
Level 70 Brigand
Befallen Server


I always edit for content, not grammar!
Handleba is offline   Reply With Quote
Unread 03-29-2005, 11:50 PM   #17
-Baz_al-Bo

 
Join Date: Nov 2004
Posts: 55
Default

Aargh! ... I'm a patient man .. it's not like we have any choice, but it seems like that's a long way off yet.

Baz

-Baz_al-Bo is offline   Reply With Quote
Unread 03-30-2005, 02:07 AM   #18
gitkik

 
Join Date: Jan 2005
Posts: 15
Default

Plus, we get to see what is broken in the LU#6!

Excitement....

gitkik is offline   Reply With Quote
Unread 03-30-2005, 08:06 PM   #19
Kron

 
Join Date: Nov 2004
Posts: 57
Default



gitkikka wrote:

Plus, we get to see what is broken in the LU#6!

Excitement....




My bets are on them breaking DOTs so that they heal mobs instead of doing damage.  Then taking a week to fix it.
Kron is offline   Reply With Quote
Unread 03-30-2005, 08:20 PM   #20
Te Ko

 
Join Date: Nov 2004
Posts: 65
Default

good guess.....but not so new since we had buffs/wards on the mobs instead on us/pet already. How about pets attacking us after we leech them?

Te Ko is offline   Reply With Quote
Unread 03-30-2005, 09:38 PM   #21
See

 
Join Date: Nov 2004
Posts: 419
Default



Te Kore wrote:

How about pets attacking us after we leech them?



Nah, they already used to do that SMILEY
__________________
See is offline   Reply With Quote
Unread 03-30-2005, 10:51 PM   #22
Supa Mint Flava

Loremaster
 
Join Date: Feb 2005
Location: Neriak - Qeynos
Posts: 220
Default

Any idea when LU#6 and #7 are supposed to happen?
 
Last night I was in battle with a buddy summoner of mine, he got aggro and I sent my pet to help and it ignored me.  It also will finish a battle and run off into the wild blue yonder at times.  Nothing new, I know, but can't wait till it's fixed.
 
I have a 42 Wiz and 31 Dirge, and although my Summoner (Necro to be) is only level 16, I've had the most fun with this character.  Soloing is much better than Dirge or Wizzy, as I can safely engage two things at once to speed up the xp.  And, I'm killing tougher mobs (two mobs, arrowed, 2 levels below me).

Message Edited by Supa Mint Flava on 03-30-2005 10:04 AM

__________________
Supa Mint Flava is offline   Reply With Quote
Unread 03-30-2005, 11:09 PM   #23
See

 
Join Date: Nov 2004
Posts: 419
Default



Supa Mint Flava wrote:
Any idea when LU#6 and #7 are supposed to happen?
 


LU#6 is going to test server this week.  LU#7 is already in development.  But as Moorgard explained earlier, this pet bug is not waiting for LU#7.  It'll come as a hotfix as soon as it's fixed.  LU#7 is about pet improvements/DPS/balancing, not about bug fixes.  My hope is that it will make the other 2 (non-zombie) pets usable.
__________________
See is offline   Reply With Quote
Unread 03-31-2005, 01:34 AM   #24
Handleba

 
Join Date: Nov 2004
Posts: 451
Default

/agree with Seeko.  I just bought 2 Tier 5 rares cheaply in order to upgrade our other 2 pets once they (hopefully) get fixed and become useful.  I'm hoping the warlock has a HUGE increase in damage to make it a viable grouping pet and keep the RT as the tank solo pet.
__________________
Shadoweyz of The Rallosian Guard
Level 70 Brigand
Befallen Server


I always edit for content, not grammar!
Handleba is offline   Reply With Quote
Unread 03-31-2005, 02:26 AM   #25
RazeHellN

 
Join Date: Nov 2004
Posts: 30
Default

Since the Warlock Pet is 10 Lv's higher than the RT, I'm hoping that it will at least double the DPS of the Tank Pet.  I would really like for it to Nuke for 700-800 and its DoTs and buff upgraded as well.
RazeHellN is offline   Reply With Quote
Unread 03-31-2005, 03:00 AM   #26
Chandigar

Loremaster
 
Join Date: Nov 2004
Posts: 196
Default



RazeHellNow wrote:
Since the Warlock Pet is 10 Lv's higher than the RT, I'm hoping that it will at least double the DPS of the Tank Pet.  I would really like for it to Nuke for 700-800 and its DoTs and buff upgraded as well.





I bet you it'll be middle of the road. I bet you that the lvl 48 warlock pet will end up being a bit higher (say 20-30%) than the current RT while the RT gets its DPS nerfed to put it in line with warrior pets in the grand scheme of things (low dps, high hps/mitigation/taunt).
__________________
Queeg - Necromancer / Carpenter - Crushbone
Sumas - Illusionist / Jeweller - Crushbone
Neddy - Brawler / Woodworker - Crushbone
Chandigar is offline   Reply With Quote
Unread 03-31-2005, 03:53 AM   #27
El Chupacabr

 
Join Date: Nov 2004
Posts: 850
Default

At the risk of establishing a self-fullfilliing prophecy, I'm guessing that Chandigar is right.
__________________
Want to learn about Necromancers? Check out The Necromancer FAQ
El Chupacabr is offline   Reply With Quote
Unread 03-31-2005, 09:08 AM   #28
See

 
Join Date: Nov 2004
Posts: 419
Default



El Chupacabras wrote:
At the risk of establishing a self-fullfilliing prophecy, I'm guessing that Chandigar is right.



Ditto
__________________
See is offline   Reply With Quote
Unread 03-31-2005, 03:49 PM   #29
Sylnt

Loremaster
 
Join Date: Nov 2004
Posts: 27
Default

It is going to take a long time for SoE to balance all the classes.  It is going to take a long time to fix all the current bugs along with the new ones created by other changes made.  This is just the fact of writing code for a MMOG.  This is something I have delt with for years in various different games.  Every class needs work including tradeskill classes.  EQ1 is almost a completely different game compaired to when it was released.  The foundation for EQ2 is great, and I really enjoy it.  It is not like the game is completely un-playable.  It just needs lots and lots of work.  I am betting that they will be working on improvments, and fixes for this game FOREVER.  I think they are doing a pretty dam good job personaly.  Call me a fan boy; but I am even happy with the bit of information that the Devs feed us on these boards.  In fact the less talkin on the boards the Devs do the better; because I want them writing code to improve the game.

Message Edited by Sylnt on 01-23-2005 03:01 AM

__________________
Sylnt is offline   Reply With Quote
Unread 08-28-2005, 03:10 PM   #30
vorek

Lord
vorek's Avatar
 
Join Date: Aug 2005
Posts: 124
Default

5 months have some to pass.....

And the prophecy has been fulfilled.

__________________
65 Ogre Bruiser/ 63 Alchemist

PM me if you wanna make me a spiffy sig!
vorek is offline   Reply With Quote
Reply


Forum Jump


All times are GMT. The time now is 04:13 AM.

vBulletin skin by: CompleteGFX.com
Powered by vBulletin® Version 3.7.5
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
All threads and posts originally from the EQ2 and Station forums operated by Sony Online Entertainment. Their use is by express written permission.